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Author Topic: Guide to playing PE  (Read 6621 times)
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RikiRude Offline
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« on: September 19, 2011, 09:34:45 pm »

Can I get some suggestions on playing PE? I've tried playing them in the past and didn't have a lot of success, but I've gotten quite better than I used to be (yes I used to actually be much worse than I am now =P ) and think I should give them another go.

I kind of want to try luft since they are like pretty badass AB, though it does seem like it's the most OP thing right now.

Anyone have suggestions to what doctrine or how I should set up a company based on my play style? What are some general tips? I kind of want to go with the bottom TH T4 just to make extra use of muni HTs.

Also what doctrine choices dont work right or are broken? What are some nub mistakes that people make with PE that I should avoid?

Also does the heroic armor/crits on the flak 36 work for the fortress europe? if so why the hell doesn't it work with the defensive doctrine lol.
« Last Edit: September 19, 2011, 10:21:47 pm by RikiRude » Logged



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brn4meplz Offline
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« Reply #1 on: September 19, 2011, 10:23:16 pm »

All my really successful PE companies in a nutshell comprise 2 major points.

1) Utilize the specialist vehicles. Vampire HT's, Munitions HT's, and similar less seen vehicles play a large part in keeping unorthodox strategies off your ass. Snipers in Particular will eat your manpower alive.

2) Aggression. While you can build a Defensive PE company it's usually limited to SE and other certain builds. It's not a bad plan but it takes focus and experience to know what you need on field. Delay with a deffensive PE company can lose you matches. PE companies excell on the offensive. Alot of their units have the Mobility(Sprint) or the Capacity(IHT's) to move powerfull troops to key locations. While attacking the right spot is the best idea attacking anywhere will earn you the initiative and allow team mates to react with your attempts. You can almost never go wrong with Flanking actions as PE. So many low pop vehicles make excellent Infantry pushers to win the engagement and move around freely behind key enemy units.
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #2 on: September 19, 2011, 11:22:20 pm »

PE is a faction that can be played however you like, but it must be played differently from the other 3 factions because they have no real do it all units like rifles grens p4s or shermans.  Each unit is a specialist type unit.  With that in mind, each unit becomes a bit more precious because there aren't units that can become makeshift fillins for the slot that you end up missing. 

Like Brn said, flanking works extremely well for PE.  If you combine with a Wehr teammate, you can let them hold the ground and soaking up pressure while you exploit counterattacking/flanking opportunities and then fall back to them when your attack is petering out.  For a dual PE or more team, its best to realize that your line will be like a wave.  It will go up high, then recede as your units lose health and must be replaced/repaired and you must fall back.  Its a very give and take kind of faction, and some people aren't comfortable with this, so they try to force it into a take and hold kind of faction.  While this is certainly doable, especially with the amount of mines/minefields available to SE and using the 88 and camo fun in Luft, it is not the strength of PE.

PE is meant to be mobile, even when using infantry heavy PE companies.  They are fragile, but deadly, so like in baseball, hit em where they aint, but be careful not to overextend, because as PE, losses hurt more, and things die faster.  Its like playing poker, you want to be aggressive, but only in the right situations, not constantly.

As for building a company, I'm not  very good with Luft, for that, talk to Heartmann or Wind I suppose.

For SE, using a hummel to force the enemy to spread out and move and hit them before they are reset up again in a new line.

For TH, just use your superior AT to clean up enemy tanks while your teammates deal with the blobs.  You can afford to be a little risky with your tanks because they are can take some shots and bounce them so use them to push as well.  Dual shrek clowncars can chase down and eliminate vehicles rapidly and get back to the lines.

I dunno, the top part is the most important.  Quick attacks and lots of killing while trying to avoid taking any damage before falling back.
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hans Offline
EIR Veteran
Posts: 3497



« Reply #3 on: September 19, 2011, 11:37:50 pm »

uhm, isnt it guide TO PLAY pe, or FOR PLAYING?
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Also, bad analogy ground, My vegetables never pissed on my ego when I decided they defeated me and gave up on dessert.
BigDick
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« Reply #4 on: September 20, 2011, 02:07:14 am »

Can I get some suggestions on playing PE? I've tried playing them in the past and didn't have a lot of success,

welcome to EIR the place where grass always looks greener on the other side and slaps u into the face with a dry taste while trying it urself  Roll Eyes

and according PE there is imho no general strat u need to make sure that u got enough AT cos marders die like flies and make use of massive combined arms

as luft more defensive player u can try a flak on key position and mg scoutcars to protect it with some ambush falls as addition to lure ur opponents into a trap (but very map dependent)

flanking can be great (e.g. in IHTs) but u need really good battlefield awareness by utilizing schwimmwagen or cloaked falls

mortar HT can be quite handy especially vs the ATG walls but u need to pay always attention and some scouting too because it just barely outrange ATGs

generally u will learn to fucking hate ATGs and rangers and light vehicles

so be always prepared to move instantly or to counter the named units
« Last Edit: September 20, 2011, 02:11:04 am by BigDick » Logged
smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #5 on: September 20, 2011, 02:21:01 am »

Quote
I kind of want to try luft since they are like pretty badass AB, though it does seem like it's the most OP thing right now

try falls till you dont have upper T4,you will be surprised how they are not OP,and actually nothing special at all.

you need mortar halftrack or arty,if you dont have it,allies can just support spam creep,and there is nothing you can do against that.
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Mister Schmidt Offline
Lawmaker
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Posts: 5006



« Reply #6 on: September 20, 2011, 02:24:32 am »

uhm, isnt it guide TO PLAY pe, or FOR PLAYING?

No, this is fine.
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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #7 on: September 20, 2011, 05:28:40 am »

You can easily play static PE on docs other than SE

1. Get a damn mortar HT
2. Be conservative with Marders, sometimes its just better to let the enemy get away
3. If your mobile PE L2setup flank position/use smoke, Frontal charge is epic fail against good players
4. Vampire is smexy, use it
5. Mun HT is super sexy mine layer/officer, use it
6. learn when and when not to lockdown marder
7. Scout Car Lockdown MG42 is kewl

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CommieKiller Offline
EIR Veteran
Posts: 144


« Reply #8 on: September 20, 2011, 05:36:54 am »

just don't let following units die:


mortar halftrack
marder/50mm ht



kthxbai
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shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1566



« Reply #9 on: September 20, 2011, 05:46:16 am »

Group 1: P4 ISTs, Hetzers
Group 2: Armoured Cars, Inf HTs + assault grens, Scout Cars, Falls
Group 3: 50mms, Marders
Group 4: pgs with assault or flame nades

1. Pick 1 unit from each group, spam as many as possible.
2. Frontal rush with group 1 units, flank with group 2 units, sponge with group 4 units, group 3 units in the back for AT
3. ??
4. PROFIT!
« Last Edit: September 20, 2011, 05:48:28 am by shockcoil » Logged

RikiRude Offline
Donator
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Posts: 4376



« Reply #10 on: September 20, 2011, 08:40:38 am »

Thanks for the advice and tidbits, I'm thinking of making a luft company based around 88s since it might not be a huge leap from my current defensive company. But SE looks fun with booby traps and some IST buffs. Either way I intend on building a PE company the next day or two and giving it a whirl, and I'll definitely feel a bit more comfortable with the help from here.

What are the big differences between marder and 50mm? Seems like marder would be the way to go with lock down and it's much heartier than the 50mm.

Also when DO I want to lock down a marder? is it if I'm in a defensive position? When I used to play I had my marders teamed up with LATs is this still effective?

Also with the IST is it ever a good idea to lock it down or is it much better to keep mobile?
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BigDick
Guest
« Reply #11 on: September 20, 2011, 10:25:54 am »

lockdown on marders and ISTs are always high risk there is no masterplan when to do it and when not

the difference between 50mm and marder is that the 50mm is just crap...less accuracy way less dps and penetration than a pak with a high cost attached...
get two shooted by much stuff
gets raped by small arms and top mgs

the only reason to get this piece of shit over a marder is when u quite low on fuel (thats almost always when trying to use some PE combines arms vehicles)
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3rdCondor Offline
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Posts: 1536


« Reply #12 on: September 20, 2011, 10:42:59 am »

I should finally jump into pe myself.

It's just hard for me to deal with the trial and error stage.
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #13 on: September 20, 2011, 08:52:32 pm »

lock down a marder when the enemy is at range and not charging, but you are out of range of enemy atgs. 

50mm is cheaper, seems to miss less, but pens less and does less dmg and dies faster(incl to small arms).
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